Posts by WinWin

    Name/Type of Mission: Unlicensed Commercial Goods Driver


    Units Required:


    2 Patrol cars


    POI Required (Use “none” if not needed): None


    Patients: 0


    Prisoners: 1


    Credit Reward: 500




    Name/Type of Mission: Illegal Goods Transport (In Truck)


    Units Required:


    3 Patol cars


    POI Required (Use “none” if not needed): None


    Patients: 0


    Prisoners: 1


    Credit Reward: 850

    Name/Type of Mission: Counterfeit Products seller


    Units Required:
    - 2 patrol cars
    - 1 FBI unit or investigation wagon


    POI Required (Use “none” if not needed): Christmas Market or Fairground or Marina or Supermarket small (all in game).


    Patients: 0


    Prisoners: up to 2


    Credit Reward: 750


    Can Upgrade too: Counterfeit Products thief, Counterfeit Products Seller and Buyer and Counterfeit Products Wholesale Raid.



    Name/Type of Mission: Counterfeit Products thief


    Units Required:
    - 2 patrol cars
    - 1 FBI unit or investigation wagon


    POI Required (Use “none” if not needed): Christmas Market or Marina or Supermarket small or Supermarket Large (all in game).


    Patients: 0


    Prisoners: 1


    Credit Reward: 650


    Can upgrade too Counterfeit Products Seller, Counterfeit Products Seller and Buyer and Counterfeit Products Wholesale Raid.




    Name/Type of Mission: Counterfeit Products Seller and Buyer


    Units Required:
    - 5 patrol cars
    - 2 FBI units or investigation wagons


    POI Required (Use “none” if not needed): none


    Patients: 0


    Prisoners: 1


    Credit Reward: 1,700


    Can Upgrade Too: Counterfeit Products Thief, Counterfeit Products Seller, and Counterfeit Products Wholesale Raid.



    Name/Type of Mission: Counterfeit Products Wholesale Raid.


    Units Required:
    - 10 patrol cars
    - 4 FBI units or investigation wagons
    - 1 FBI Mobile Command Center
    - 18 SWAT Personnel



    POI Required (Use “none” if not needed): Warehouse (in game).


    Patients: up to 2


    Prisoners: up to 15


    Credit Reward: 6,000

    Name/Type of Mission: Traffic Control for Road Work


    Units Required:
    2 patrol cars


    POI Required (Use “none” if not needed): none


    Patients: 0


    Prisoners: 0


    Credit Reward: 950


    Can upgrade too:


    MVA rollover, Road Accident.

    Name/Type of Mission: Abandoned building check


    Units Required:
    1 patrol car


    POI Required (Use “none” if not needed): none


    Patients: 0


    Prisoners: 1


    Credit Reward: 900


    Can Upgrade Too:


    Officer Down, criminal organization meeting

    Name/Type of Mission: Plane - water solute


    Units Required:


    2 ARFF’s


    POI Required (Use “none” if not needed): regional airport or small runway (smth like that, already in game).


    Patients: 0


    Prisoners: 0


    Credit Reward: 850

    Name/Type of mission: Missing person (last seen on beach)


    Units Required:


    2 Patrol Cars


    POI Required (Use “none” if not needed): Beach (new POI).


    Patients: 0-1


    Prisoners: 0


    Credit Reward: 1000


    Can Upgrade too:


    Name/Type of mission: Missing Person on Beach


    Units Required:


    1 Water Rescue+ Boat


    1 Police Helicopter


    4 Patrol Cars


    1 Battalion


    POI Required (Use “none” if not needed): Beach (new POI).


    Patients: 0-1


    Prisoners: 0


    Credit Reward: 3200




    Name/Type of mission: Missing person in Water
    Units Required:


    1 Water Rescue+ Boat


    4 Patrol Cars


    1 Police Helicopter


    1 Battalion


    POI Required (Use “none” if not needed): Beach (new POI).


    Patients: 1


    Prisoners: 0


    Credit Reward: 4700

    Name/Type of Mission: Person Ejected From Moving Vehicle


    Units Required:


    2 Engines


    1 Rescue


    1 Patrol car


    POI Required (Use “none” if not needed): none


    Patients: 2


    Prisoners: 0


    Credit Reward: 1250


    can upgrade to a vehicle accident (with entrapment).

    Thank you Barake for the wildfire event suggestion.
    All of these mission will be during that event.



    Name/Type of Mission: Small Wildfire Clean up


    Units Required:


    2 Wildland


    POI Required (Use “none” if not needed): Forest (but also part of the wildfire event).


    Patients: 0


    Prisoners: 0


    Credit Reward: 700



    Name/Type of Mission: Medium Wildfire Clean up


    Units Required:


    4 Wildland


    1 Engine


    POI Required (Use “none” if not needed): Forest (but also part of the wildfire event).


    Patients: 0


    Prisoners: 0


    Credit Reward: 2000



    Name/Type of Mission: Large Wildfire Clean up


    Units Required:


    7 Wildland


    2 Engine


    1 Battalion


    1 Dozer



    POI Required (Use “none” if not needed): Forest (but also part of the wildfire event).


    Patients: 0


    Prisoners: 0


    Credit Reward: 4500



    Name/Type of Mission: Major Wildfire Clean up


    Units Required:


    10 Wildland


    4 Engines


    2 Battalions


    1 MCV


    2 Dozers



    POI Required (Use “none” if not needed): Forest


    Patients: 0


    Prisoners: 0


    Credit Reward: 9500


    just for some reference. I think Wildfire clean ups are a great mission to add to the game because in real life after we contain the wildfire there will certainly be small fires that will still be going. So, after these fires are mostly put out, you need crews to go in and cover and extinguish any remaining fires so they do not spark new ones.


    Edits:


    with the new Dozer update I have decided this could be the first missions to require them. It also makes much sense.


    I have made it so the major clean up is not part of the event. My reasoning being, they are resource heavy and give lots of credits. All the others are also random mission generated calls now, requiring a Forest POI. Although you DO not need a Forest POI to get these calls from the “Wildfire Event”.

    Name/Type of Mission: Hot dry brush


    Units Required:
    1 Engine


    1 Wildland


    POI Required (Use “none” if not needed): Forest


    Patients: 0


    Prisoners: 0


    Credit Reward: 650


    can upgrade to “small forest fire” and etc.

    I know that even though it would benefit me, I would disagree. I have over 300 seats available for training my personnel. That includes every single sector, and I don't even train personnel anymore. Once you hit a larger operation setup, you will have lots of personnel and lots of staff if you ever want to train them. I probraly have not trained for a few months now, and I am doing fine.


    However, my point does not apply to the majority of the players. My advice though is to join an alliance. They most definitely have a great training capacity and I even say to newer players, buy a hospital or expand your operations over buying an academy. Once buying so many academies and classrooms it is a bit of a waste of credits, I don't really regret getting them though so my advice for someone who wishes they could get an academy only does it if you want to spend money to make the game interesting. It's a money splurge is what I am saying. This is why I think reducing the price of this item is unnessasary.

    The finished product should look something like this:


    I usually use 3 pictures but you can use 2 or more. ezgif is definitely a good website to start off with but I use what I think is a to complex system anyways.


    Color in the different stages of lights like shown below and that will create your gif.

    I don't understand the phrase you use WinWin.

    This could be put in with any upcoming update, it would be literally a few lines of code. When somebody builds a clinic, allow them to add a trauma unit or a general internal. If it's a trauma unit you increase the chance of generating a patient transfer. What you laid out is more realistic and probably a stand-alone update. Mine is simple and simply adds a new building that is being used more and more in the real world.

    Unfortunately you did take my words out of context. In your feedback to my post you are adding to trauma center levels just like what i was suggesting just more comprehensively. Because of lack of setting the ER expansion that was also proposed I thought would be a waste. I think it would be hard to add and a trauma update would be far better than a standalone ER. I think the picture of this is misconstrued. My idea of a standalone ER is a medical facility with only one department and that is the emergency room. smaller than a clinic found actually pretty popular in more rural areas. Your idea of the ER is the clinic.

    I myself have seen many standalone ER's especially in smaller cities and rural areas. However, this would be a very wasteful update.

    This is what my statement did say in the full sentence form. By giving only a small fraction of what I said definitely gave the wrong mindset and incorrect information of what I had said. I hope this clears the air though and I do like the idea of having trauma care although I do feel like the more comprehensive update is the way to go.

    Only if you have the unit though.

    Not true. Fire Investigator missions will spawn even when you don't have a fire marshal station or when it is deactivated. For example, Industrial fire sometimes has that requirement. It will spawn whether or not a active fire marshal station is present. My suggestion is to plop fire marshal station down in the heart of your operations so that you can finish those calls.

    It's a pretty complicated thing. Many people are grazing the top of the surface, it sounds good and it is realistic. I myself have seen many standalone ER's especially in smaller cities and rural areas. However, this would be a very wasteful update. I am sure as much as we all like the idea that it would probraly never be used in many peoples' set ups.


    The great debate is ER's or trauma center levels. We could add a "ER" add 5 additional beds to the capacity of any medical facility you expand it to. But who would they treat? People that randomly walk into the hospital?


    A trauma update with the three levels of care would be nice. trauma 1 can be clinics and 2-3 is hospitals. I love the idea of more air med utilization and I would make it so you can unlock 1-2 at a hospital and trauma 1 at a clinic with money but limit trauma 3 level hospitals to the amount of hospitals you have in your operations. The expansions will be a little costly but have to make up for it with air med transports. Maybe charging per km it travels as I know there is a km tracker for the vehicles in this game that may be possible.




    A little much but this is a tree of how I feel like it could work.




    Air Med Station - Clinic or T1 Clinic

    Clinic or T1 Clinic - T2 H

    Clinic or T1 Clinic - T3 H

    Air Med Station - Clinic - T3 H

    Air Med Station - T1 H - T2 H

    Air Med Station - T2 H - T3 H

    Trauma Medical Incident - Any Trauma Facility



    I would say most patients with the trauma need will spawn with the level already posted but once they arrive they can be upgraded so that they will need a land or air transfer to the next facility.


    In my conclusion I would highlight trauma as being the better update for being more extensive and less confusing. Just my ideas and I would definitely like to see this in a future medical facilities update.